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remove redundant permanent terrain check
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67fefd0261
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@ -6937,11 +6937,8 @@ static void HandleTerrainMove(u32 moveEffect)
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gBattleCommunication[MULTISTRING_CHOOSER] = 1;
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gBattleCommunication[MULTISTRING_CHOOSER] = 1;
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break;
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break;
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case EFFECT_ELECTRIC_TERRAIN:
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case EFFECT_ELECTRIC_TERRAIN:
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if (!(gFieldStatuses & STATUS_FIELD_TERRAIN_PERMANENT))
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statusFlag = STATUS_FIELD_ELECTRIC_TERRAIN, timer = &gFieldTimers.electricTerrainTimer;
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{
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gBattleCommunication[MULTISTRING_CHOOSER] = 2;
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statusFlag = STATUS_FIELD_ELECTRIC_TERRAIN, timer = &gFieldTimers.electricTerrainTimer;
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gBattleCommunication[MULTISTRING_CHOOSER] = 2;
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}
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break;
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break;
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case EFFECT_PSYCHIC_TERRAIN:
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case EFFECT_PSYCHIC_TERRAIN:
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statusFlag = STATUS_FIELD_PSYCHIC_TERRAIN, timer = &gFieldTimers.psychicTerrainTimer;
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statusFlag = STATUS_FIELD_PSYCHIC_TERRAIN, timer = &gFieldTimers.psychicTerrainTimer;
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